Since I’ve found myself back in DnD for [woah] several years now, I’ve had a number of misadventures in design. I’ve fiddled about with the system more than anything, leaving the design of adventures to others but wrung my hands needlessly over the building of worlds.
I’ve misplaced my attentions many times over. Some months ago, however, I began the most analog of tasks: simply transcribing a popular dungeon (Tomb of the Serpent King) into a small notebook. It’s been a quiet little activity that I perform in the dark and quiet hours before I head off to the hospital for work, amusing myself at the notion that I inhabit this little notebook dungeon before I have to spend my day in three hallways of a critical care ward.
No one’s even cracked the door of, and I’m not certain when anyone will, but the shear act of making this little thing has given me several hours of pleasure.
I’ll make another post again, sometime. But for now, I’ve got to clear the cutter. So here’s a few things that are piling up in my machines.
My “Gamma Wilderlands” are not post-apocalyptic in the sense that in the vaguely memorable past. there was a nuclear war and now you play a character named Speshul Ed wielding a STOP sign and wearing Gauntlets of Oven Mitt as he explores the wastes of Norf Merkin. They’re post-apocalyptic in the sense that default OD&D is always post-apocalyptic, i.e., there was this huge war but it was a billion years ago and that’s why everything is 99% magic instead of technology but no one remembers how to make a +1 sword. Just like Dying Earth, it’s so far in the future that the history and tech level of past civilizations are meaningless, although you can still find the odd bit of sufficiently advanced technology.
https://www.artstation.com/egerkrans (via Jacob Hurst)
These Into the Odd character sheets are beautiful: BOOTSHIGHANDSOFT
(ART) THE HYPER-DETAILED IMAGINARY CITIES OF BEN SACK (via Christopher Mennell)